mirror of
https://github.com/wassname/phaser.git
synced 2026-07-07 00:06:37 +08:00
ScrollZone back in under the new renderer with new demos
This commit is contained in:
@@ -134,9 +134,9 @@ module Phaser {
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* @param height {number} Height of this object.
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* @returns {ScrollZone} The newly created scroll zone object.
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*/
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//public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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// return <ScrollZone> this._world.group.add(new ScrollZone(this._game, key, x, y, width, height));
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//}
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public scrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
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return <ScrollZone> this._world.group.add(new ScrollZone(this._game, key, x, y, width, height));
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}
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/**
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* Create a new Tilemap.
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@@ -203,9 +203,9 @@ module Phaser {
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* @param scrollZone The ScrollZone to add to the Game World
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* @return {Phaser.ScrollZone} The ScrollZone object
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*/
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//public existingScrollZone(scrollZone: ScrollZone): ScrollZone {
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// return this._world.group.add(scrollZone);
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//}
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public existingScrollZone(scrollZone: ScrollZone): ScrollZone {
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return this._world.group.add(scrollZone);
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}
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/**
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* Add an existing Tilemap to the current world.
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@@ -28,17 +28,17 @@ module Phaser {
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*/
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constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
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super(game, x, y, width, height);
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super(game, x, y, key, width, height);
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this.type = Phaser.Types.SCROLLZONE;
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this.render = game.renderer.renderScrollZone;
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this.physics.moves = false;
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this.regions = [];
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if (this._game.cache.getImage(key))
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if (this.texture.loaded)
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{
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this._texture = this._game.cache.getImage(key);
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this.width = this._texture.width;
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this.height = this._texture.height;
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if (width > this._texture.width || height > this._texture.height)
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if (width > this.width || height > this.height)
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{
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// Create our repeating texture (as the source image wasn't large enough for the requested size)
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this.createRepeatingTexture(width, height);
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@@ -50,7 +50,7 @@ module Phaser {
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this.addRegion(0, 0, this.width, this.height);
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// If the zone is smaller than the image itself then shrink the bounds
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if ((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0)
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if ((width < this.width || height < this.height) && width !== 0 && height !== 0)
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{
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this.width = width;
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this.height = height;
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@@ -60,41 +60,6 @@ module Phaser {
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}
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/**
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* Texture of this object.
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*/
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private _texture;
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/**
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* If this zone is larger than texture image, this will be filled with a pattern of texture.
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* @type {DynamicTexture}
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*/
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private _dynamicTexture: DynamicTexture = null;
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/**
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* Local rendering related temp vars to help avoid gc spikes.
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* @type {number}
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*/
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private _dx: number = 0;
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/**
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* Local rendering related temp vars to help avoid gc spikes.
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* @type {number}
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*/
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private _dy: number = 0;
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/**
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* Local rendering related temp vars to help avoid gc spikes.
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* @type {number}
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*/
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private _dw: number = 0;
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/**
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* Local rendering related temp vars to help avoid gc spikes.
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* @type {number}
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*/
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private _dh: number = 0;
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/**
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* Current region this zone is scrolling.
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* @type {ScrollRegion}
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@@ -107,12 +72,6 @@ module Phaser {
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*/
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public regions: ScrollRegion[];
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/**
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* Flip this zone vertically? (default to false)
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* @type {boolean}
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*/
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public flipped: bool = false;
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/**
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* Add a new region to this zone.
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* @param x {number} X position of the new region.
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@@ -162,114 +121,11 @@ module Phaser {
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for (var i = 0; i < this.regions.length; i++)
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{
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this.regions[i].update(this._game.time.delta);
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this.regions[i].update(this.game.time.delta);
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}
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}
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/**
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* Check whether this zone is visible in a specific camera rectangle.
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* @param camera {Rectangle} The rectangle you want to check.
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* @return {boolean} Return true if bound of this zone intersects the given rectangle, otherwise return false.
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*/
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public inCamera(camera: Rectangle): bool {
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx = this.frameBounds.x - (camera.x * this.scrollFactor.x);
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this._dy = this.frameBounds.y - (camera.y * this.scrollFactor.x);
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this._dw = this.frameBounds.width * this.scale.x;
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this._dh = this.frameBounds.height * this.scale.y;
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return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
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}
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else
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{
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return camera.intersects(this.frameBounds, this.frameBounds.length);
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}
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}
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/**
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* Render this zone object to a specific camera.
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* @param camera {Camera} The camera this object will be render to.
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* @param cameraOffsetX {number} X offset of camera.
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* @param cameraOffsetY {number} Y offset of camera.
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* @return Return false if not rendered, otherwise return true.
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*/
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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// Render checks
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if (this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false)
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{
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return false;
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}
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// Alpha
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if (this.alpha !== 1)
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{
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var globalAlpha = this.context.globalAlpha;
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this.context.globalAlpha = this.alpha;
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}
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this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x);
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this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y);
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this._dw = this.frameBounds.width * this.scale.x;
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this._dh = this.frameBounds.height * this.scale.y;
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// Apply camera difference
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx -= (camera.worldView.x * this.scrollFactor.x);
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this._dy -= (camera.worldView.y * this.scrollFactor.y);
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}
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// Rotation - needs to work from origin point really, but for now from center
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if (this.angle !== 0 || this.flipped == true)
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{
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this.context.save();
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this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
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if (this.angle !== 0)
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{
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this.context.rotate(this.angle * (Math.PI / 180));
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}
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this._dx = -(this._dw / 2);
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this._dy = -(this._dh / 2);
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if (this.flipped == true)
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{
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this.context.scale(-1, 1);
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}
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}
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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for (var i = 0; i < this.regions.length; i++)
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{
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if (this._dynamicTexture)
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{
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this.regions[i].render(this.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
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}
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else
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{
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this.regions[i].render(this.context, this._texture, this._dx, this._dy, this._dw, this._dh);
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}
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}
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if (globalAlpha > -1)
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{
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this.context.globalAlpha = globalAlpha;
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}
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return true;
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}
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/**
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* Create repeating texture with _texture, and store it into the _dynamicTexture.
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* Used to create texture when texture image is small than size of the zone.
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@@ -277,14 +133,16 @@ module Phaser {
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private createRepeatingTexture(regionWidth: number, regionHeight: number) {
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// Work out how many we'll need of the source image to make it tile properly
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var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
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var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
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var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth;
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var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight;
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this._dynamicTexture = new DynamicTexture(this._game, tileWidth, tileHeight);
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var dt: DynamicTexture = new DynamicTexture(this.game, tileWidth, tileHeight);
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this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
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this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
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this._dynamicTexture.context.fill();
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dt.context.rect(0, 0, tileWidth, tileHeight);
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dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat");
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dt.context.fill();
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this.texture.loadDynamicTexture(dt);
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}
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@@ -45,9 +45,6 @@ module Phaser {
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this.animations = new Phaser.Components.AnimationManager(this);
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this.texture = new Phaser.Components.Texture(this, key);
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this.width = this.frameBounds.width;
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this.height = this.frameBounds.height;
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// Transform related (if we add any more then move to a component)
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this.origin = new Phaser.Vec2(0, 0);
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this.scale = new Phaser.Vec2(1, 1);
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@@ -99,10 +96,6 @@ module Phaser {
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*/
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public alive: bool;
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// Getters only, don't over-write these values
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public width: number;
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public height: number;
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/**
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* Sprite physics.
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*/
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@@ -217,6 +210,22 @@ module Phaser {
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return this.animations.frameName;
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}
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public set width(value: number) {
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this.frameBounds.width = value;
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}
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public get width(): number {
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return this.frameBounds.width;
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}
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public set height(value: number) {
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this.frameBounds.height = value;
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}
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public get height(): number {
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return this.frameBounds.height;
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}
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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